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Found 3 results

  1. I've been at it for several years and though it is still rough, there are plenty of fun features that I'd like to release now. Understand that this is even more pre-alpha than Dayz has been for some time and I'll be happy to hear suggestions, bug reports, and get some help making it better. If you can take screenshots (F12 in steam) of problem areas I'll focus on them You can sail sloops, gunboats and yawls, bombard your enemies with naval and field artillery, and erect tents and field fortifications that you can take apart and move, and more. Includes 18th century uniforms, hats, knapsacks, muskets, spontoons, shovels and a spyglass. In this first release: Tangier Island terrain -- a number of islands scattered across a broad expanse of sea somewhere in the Caribbean. The map is actually based on a real world location built from LIDAR and high-res orthoimages, but I've moved it and altered it to be a fantasy location for pirate dens, shipping and trading posts, and shipwreck adventure. July 4, Independence Day. This zip includes only the terrain and some buildings. As these are the largest files I'll post the next update with other parts of the mod (and try to limit the number of times you'll have to download the terrain). July 16 This zip contains the updated Tangier island terrain, soldiers, tents, field fortifications, sloops, gunboats, cannons, and more. https://www.dropbox.com/s/aijt3msyuz15qtn/BLACKPOWDER_JULY16.zip?dl=0 Evil Organ was kind to provide a mirror: https://www.dropbox.com/sh/skju7u4esbsjsgd/AAD4TCQ1_xW9NdyASseDuhaoa?dl=0 August 19 Quick update -- this only contains ART_Sailing.pbo -- unzip it, and in @ART in your ARMA directory, drop this file in to replace the old one. Some updates to make sloop fighting more fun. (you must of course have the rest of the mod already installed to use this) https://www.dropbox.com/s/3uhb5xla0r65tsn/ART_Sailing_pbo_Update_19AUG17.zip?dl=0 Requires ARMA 3 (the map uses vegetation from Tanoa -- can anyone confirm whether those trees are included in the free Malden dlc or if APEX is still required?). Absolutely no use of any part of these files outside of ARMA 3. You may explore the terrain on your computer for personal use. Any other use ask me first.
  2. Introduction Since the release of the NATO close air support plane, we were missing the power of the real A-10, the role model of the A-164. With bringing the A-164 into the game, Bohemia introduced a gun which was neither able to destroy a simple APC nor really effective against infantry. So we, passionate pilots, decided to see what we can do, and this mod is the result. What does it do? The core focus of the mod is to increase the damage to achieve a more realistic result. We also completely overhauled all sounds and particle effects, just take a look at our announcement trailer. Dependencies There are no dependencies with other mods. Compatibility The mod is compatible with multiple other A-10 mods. Among them are: ACE RHS Peral STI EricJ Fullerpj CUP Firewill License Changelog Download GitHub Steam Workshop Armaholic withSIX
  3. MGI ENHANCED TURRET Last update 09/05/2018 Hi all, Here is a little script allowing AI gunners to fire HE shells on infantry. I hoped Tank DLC will improve some AI features about targeting and ammo firing possibilities, but it seems not. So, running this script makes gunners load some accurate shells to fire with cannon. It's complementary to MGs. On the other hand, I tried to overwrite the targeting engine as far as the present BI one consider a team leader more dangerous than an AT soldier... The result is disastrous, of course. I gave up with this idea. If it's easy to choose the best threat to be shot, it's impossible to override the engine to order the gunner to watch, aim, fire at the chosen target. Engine has its own life... as usual, commands do nothing persistent (working) on that. parameters: none (at this time) Script can be added in init.sqf or initServer.sqf 0=[] spawn { while {true} do { uiSleep 4; _allCannonVehicles = vehicles select {local _x && isNil {_x getVariable "admitVeh"} && !(_x isKindOf "WeaponHolderSimulated") && (getText (configfile >> "CfgVehicles" >> typeOf _x >> "editorSubcategory") in ["EdSubcat_APCs","EdSubcat_Tanks","EdSubcat_Artillery"])}; { _x setVariable ["admitVeh",true,true]; _x spawn { params [["_tk",objNull],["_tgt",objNull]]; private _wpnTrt = _tk weaponsTurret [0]; private _cannon = (_wpnTrt select {getText (configfile >> "CfgWeapons" >> _x >> "nameSound") == "cannon"}) select 0; if (isnil "_cannon") then {_cannon = ""}; if (_cannon != "") then { _cannonMags = getArray (configFile >> "cfgweapons" >> _cannon >> "magazines"); _cannonReloadTime = getNumber (configfile >> "CfgWeapons" >> _cannon >> "magazineReloadTime"); _magsDetail = magazinesAmmo _tk; _magsDetail apply { _class = (configfile >> "CfgAmmo" >>getText (configfile >> "CfgMagazines" >> _x select 0 >> "ammo") >> "aiAmmoUsageFlags"); _usage = if (istext _class) then [{(getText _class) splitString " + "},{[str(getNumber _class)]}]; _x pushback _usage;_x }; while {alive (_tk turretUnit [0])} do { _gunner = _tk turretUnit [0]; if (!((_tk targets [true,700]) isEqualTo []) && !isPlayer _gunner) then { _tgts = (_tk targets [true,700]) apply {[_tk aimedAtTarget [_x],_x]}; _tgts sort false; _tgt = _tgts select 0 select 1; _magsDetail = _magsDetail select {(_x select 1) > 0}; if (((_tgt isKindOf "landVehicle") or (_tgt isKindOf "CAManBase" && diag_tickTime mod 30 <= 6)) && _tk currentWeaponTurret [0] != str _cannon) then { _tk selectWeaponTurret [_cannon,[0]] }; call { if (_tgt isKindOf "landVehicle" && !(_tgt isKindOf "car")) exitWith { for "_i" from 0 to count _magsDetail -1 do { if ("512" in (_magsDetail select _i select 2) && (_magsDetail select _i select 0) in _cannonMags) exitWith { _tk loadMagazine [[0],_cannon,_magsDetail select _i select 0]; }; }; }; if (secondaryWeapon _tgt != "" && diag_tickTime mod 30 <= 6) exitWith { for "_i" from 0 to count _magsDetail -1 do { if ("64" in (_magsDetail select _i select 2) && (_magsDetail select _i select 0) in _cannonMags && !(_tk getVariable ["loaded64",false])) exitWith { _tk loadMagazine [[0],_cannon,_magsDetail select _i select 0]; }; }; }; if (_tgt isKindOf "landVehicle") exitWith { for "_i" from 0 to count _magsDetail -1 do { if ("128" in (_magsDetail select _i select 2) && (_magsDetail select _i select 0) in _cannonMags) exitWith { _tk loadMagazine [[0],_cannon,_magsDetail select _i select 0]; }; }; }; if (_tgt isKindOf "CAManBase" && diag_tickTime mod 30 <= 6) exitWith { for "_i" from 0 to count _magsDetail -1 do { if ("64" in (_magsDetail select _i select 2) && (_magsDetail select _i select 0) in _cannonMags) exitWith { _tk loadMagazine [[0],_cannon,_magsDetail select _i select 0]; }; }; }; }; uiSleep _cannonReloadTime; } else { uiSleep 2; }; }; }; }; } forEach _allCannonVehicles; }; }; Feedback welcome.
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